Hi guys. This is kinda my guide and personal view on how to create a good, and more important, The most important thing is to experiment alot with Create A Hero. In case of my own heroes, they are all created through various experiments and many times of deleting and rebuilding. Don't expect you can build a good hero in one go! This is the most important step. Your hero must be a useful augmentation to your faction, if you don't know your faction you don't know what is useful. Here is a small table with general strategic overlook of what your playing style is. Also I included a basic hero which the faction could surely use. *NOTE: - Leadership hero does not only mean that a hero has the 'Leadership' ability, but that he also has summoning powers, warchant, and such. By now you have token the faction you want to play with and are ready to create your hero. Now it is time to pick your hero and what you want him to do. A Dwarven hero for the Dwarven faction isn't gona work, because there are 3 already who do their job really well. Beneath here is the listing: Here comes the fun step This is This is Here is my great Dwarven buddy, The stats of a hero are extremely important. In this step, you gotta make clear what your hero stands for and what he is supposed to do on the battlefield. Picking stats randomly is fun but doesn't let you create your hero to its fullest potential. Here's am explanation of what the stats you can pick: Now comes the most interesting part. I will guide you through it a couple screens of my own heroes. The powers are the most important for a hero. Now that you have determined what you want to do with your hero (leadership, tank etc.), you need to pick the right powers. Picking the good powers can take a long time, so don't be afraid to delete them and pick em again Here is my comment on my own heroes: This are the powers of Superior raging Brute: This power maxes out Groth's stats. This is needed to power up Groth to go wild on enemy heroes. Improved cripple attack: This cripples the enemy hero so Groth can melee him easily. Mighty poison attack: This attack adds even more damage to Groth's immense power. You don't want to mess with Groth you know. Untamed alliance: I kinda had to pick another power and took something completely different - making Groth able to take over creeps! Used on a firedrake, this can be a game winner for you. Here is the power line of Mighty fireball: A great offensive attack, doing massive damage to heroes and battalions. Also very good in taking down Ents and Nazgul. Mighty lightning: This power is the hero killer of Daruwé. It damages a single target alot, very useful against heroes with low health. Improved Wizard Blast: Known by everyone, this power throws down enemy units. Extremely useful in the middle of a battle. Flash: Allows Daruwé to teleportate anywhere. Combine this with his powers and you will kinda understand what Daruwé can do to your army in just a couple of seconds..... I would be afraid if I see him popping in the middle of my army. Word of Power: The ultimate power of any Wizard. With flash he can teleportate to the middle of an army and then WHAM blow away all your battalions. This can win you games. Here is my Orc supporter, Leadership: Gives basic leadership at lvl1. This makes your orcs so much stronger, which could lead to the defeat of an army. Superior call of reinforcements: This one of the strongest hero powers. He kinda summons a whole army, orks and (attack trolls) at level 10. Free units are never a bad things at all. Improved train allies: With this power he can make his fellow orcs and trolls level 2 easily, which really improves their use. Great roar of berserk (I don't know the English equilavent Now, I ask YOUR opinion. It is time to discuss some of the powers, is firebomb stronger than oil? Is invincibility lvl 10 really needed for its effect? What type of hero best applies to a race? That are things we need to discuss. Happy building-your-hero! - Bendak [This message has been edited by Cassius Allanus (edited 04-19-2006 @ 10:28 PM).]
- Tank stands for a strong Hero with alot health, health respawn time, and armour. He is there to last long.
- All-around heroes are fun, but don't really help your faction overcome its weaknesses.
- If you don't agree, post and we will discuss it!
Useful for the Elves.
Basic use is tanking and taking alot damage.
Useful for the Men and the Dwarve.
Basic use is for taking out alot enemies from a distance.
Useful for the Men.
Basic use is for supporting with leadership and taking out troops.
Useful for Mordor, Dwarves and Isengard.
Basic use is for doing alot damage or teleporting troops around.
Useful for Mordor.
Basic use is supporting orcs to make them stronger.
Useful for Mordor, Isengard and Goblins.
Basic use is for killing heroes and taking alot damage.
Useful for Goblins, Isengard.
Basic use is killing heroes, and being good allround.
Useful for Goblins.
Basic use is for sneak-killing heroes.
Armor is extremely important, and most useful to one-man armies. With high armor you hero can resist ALOT arrow damage, which makes him useful for taking down archers and whole armies overall. Make this very high if you'r hero is a tank and or leadership hero.
Power is basically the amount of damage your hero can do with his initial melee attack. I only recommend this getting high for hero killers who need to bash out an extremely lot of damage in a short time. Don't waiste to much points to it otherwise.
Health determines the amount of health your hero has. This is needed especially for tanks, hero killers and leadership heroes. I think it is the second most useful stat, because a hero who is hard to kill always is a pain.
This is an extremely good stat to have high for any sort of hero, but mainly an archer and an hero killer. The archer needs to do hit and run attacks (which makes this extremely useful), and the hero killer who needs to have his health back ASAP (-> run away when you are damaged, and then return to fight when you are healed).
This stat is only useful for the Archer and the Wizard, who need to have a good sight in order to perform their ranged attacks well. A spy could also have a good vision in order to, ofcourse, spy the enemy :P. Do not pick two abilities that are basically the same! You might want to pick these for fun or so you can do the same effect twice, but you'r way better off getting all more diverse powers. Pick powers that best suit your hero type. A tanking Dwarf needs some powers to crush armies with (for example jump) but has no use with invicibility if he already has alot of health and armor. Pick the best powers! For example, IMO every Dwarf should pick Barrage, because it simply OWNS, as it is as strong as a 15-cost point power. An Elf has much use with Tornado, and a Wizard with Word of Power. Level up your powers when it is needed. For example a hero killer like my Groth needs all his powers to the max to maximize his damage on a single target. A leadership hero is better off with having alot more diverce powers to help his armies when they are in need of aid.
ex SWGBH scn designer
ex BFME2H cherub